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so today I am working on a shotgun model. I am trying to keep this model not too high poly, around 8-10k tris per each part of the model. And I have stumbled across a problem, which is my shading. I have been dealing with this problem for a very long time but I have no idea how to fix this. This is what I am talking about

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As you see, you can notice the very ugly shading next to the hole, this is what the topo looks like.

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I have no idea if this topology is good or bad ( if anybody can inform me about that it would be soo appreciated ) but I have a feeling it is because of the topology. If anyone can tell me how to resolve this problem it would be so great. ( I am trying not to use shade flat / bevel modifier / edge split modifier. )

EDIT: I've realized if I move some vertices near to the hole, it kinda fixes it but I don't know if this is good / bad practice.

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Yes your topology is bad, ngons create these artefacts, try this topology instead (create a hole, extrude inwards and right click > LoopTools > Circle):

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  • $\begingroup$ Hello, so I am trying to achieve what you have showed me, but I have no idea on how to actually create those lines. I have tried CTRL + R (Shortcut in 2.79) but it doesn't seem to work $\endgroup$
    – DeAndre
    Commented Aug 20, 2021 at 5:13
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    $\begingroup$ once you've created a hole, select the square edge loop, then E and extrude inwards, then right click > LoopTools > Circle $\endgroup$
    – moonboots
    Commented Aug 20, 2021 at 5:27

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